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unmerged(74599)

Nexus 6
Apr 17, 2007
4.391
0
EIR II Weekdays in the Summer 36 - GC

eirpromotx7.png

"When looking out across the Pacific to the east from Japan it is the image of the rising sun, from the shores of California it is the image of the sun as it sets in the wide blue sea."

Download for EIR II [LMHL]

Includes a 1936 Grand Campaign, and 1938 Scenario for Multiplayer games for Doomsday/Armageddon version 1.2

2 Sessions every Wednesday, European and North American:

European Gamestart 18:00 CET (12:00 EST) Wednesday June 11th, to at least 00:00 CET (6:00 EST).

Country selection:

USSR: Cueball
FRA/USA: Nostra/KT2
UK: Edzako
Canada: Nasr

Germany: Hiensen
Italy: Silver
Japan: Mighty G

Possible Minors
Canada:
Romania or Hungary:
Playing in one session does not mean you can not play in the other, as long as you can make the times.

A more complete list of all modifications and the suggested rules set will be included in the "scenario notes and rules," in later versions of the Download

How do install EIR II [LMHL]

1) Make a complete copy of your Hearts of Iron Doomsday – Armageddon 1.1 file by clicking on the Doomsday main folder Icon and copying the folder. Paste this somewhere else on your computer.
2) Download “the East is Red.rar” file from the link provided.
3) Copy it into the new Doomsday folder: Make sure it is the copy.
4) Right Click over the RAR file.
5) Select: "Extract Here"
6) Overwrite "ALL"
7) Boot the game and in single player you will find new “the East is Red Scenarios.”
6) If you have loaded it correctly you should see the image posted above as you load the game.

Note: not all of the changes will work properly with the other scenarios available from the menu.

Can't identfy the file type? It is an RAR zip file: Click here for the decompression utility.http://www.rarlab.com/rar/wrar370.exe

I want to thank all those people who have helped me put this mod together, and the the people who have come up with many of the ideas I have borrowed. Thanks especially to all the main playtesters from version one, Adam, Geofactor, Mighty G., Gunny, Hiensen, King Tiger II, DEX and Nicophorus. Especially Predator who did a lot of 1 on 1 playtesting and helped me re-organize my crazy file structure. Also the other modders who I have learned from and exchanged ideas with, such as the guys at the Multiplayer Enhancement Mod Prime Minister Fiend, P3D, Durruti, Zoslo and Tyrant, and also Gormodoc over at the CDCP Mod, Fernando Torres at the World in Flames Mod and Cohen, of course.

Thanks guys, one and all.
 
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unmerged(74599)

Nexus 6
Apr 17, 2007
4.391
0
So far its me, Geo, MG and Pred (may have to be subbed in July for a couple of weeks) will play on the 18:00 CET. Need two more.
 

unmerged(46467)

Lt. General
Jul 17, 2005
1.454
0
Cueball said:
So far its me, Geo, MG and Pred (may have to be subbed in July for a couple of weeks) will play on the 18:00 CET. Need two more.

I'm actually off today. Mind if I join?

edit: wrong thread. I was thinking of joining your game today. My bad, I'll catch u some other time. :)
 
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unmerged(74599)

Nexus 6
Apr 17, 2007
4.391
0
Ok, so this session will be starting next Wednesday (11th) or the Wednesday (18th) after that. Wednesday CET game really only needs two more players, while the NA series is fully open to anyone basicly.
 

unmerged(74599)

Nexus 6
Apr 17, 2007
4.391
0
Yes, on 1.2. The mod is purely a diplomatic events mod, and some combat model changes. This list is long, but there are some things that will suprise you. For example, there are two kinds of TP's. One for Landing assault, and one for transport. The ones for transport only can be used using the rebase command. But there is lots of stuff going on, and there are notes with the Download.

The package is small because it has few graphics upgrades other than those added through events or fixes from the CDCP mod.

Let me know if you have any questions. What times are best for you. I posted for two games, one on North American time, and the other on European time, so let me know which is best for you.

Very important: Make sure you make a copy of your original game in a new folder, and then install the Mod overtop of that. This way your original game will be safe. Its just a little bit of a pain in the ass going back to vanilla otherwise.
 
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unmerged(74043)

Private
Apr 10, 2007
20
0
Availability

Thanks for the info, interresting 2 TPs I will check it out in single player to test it quickly.

Regarding availability if its evening games American timezone work best for me, altough if its afternoon European is better. Sorry i dont have a clear overview of all games/time/zone etc.

If you can redirect me where to the post that would suit best that would be awesome

Thanks
 

unmerged(74599)

Nexus 6
Apr 17, 2007
4.391
0
Here is a short list of some of the changes though there are many more. Its from a web discussion on rules, so its referecing some other issues raised by people...


As for MP, it solves a lot of the problems discussed here by Dan and others.

Trade:
For example, the issue of the Soviet Union cutting off trade to Germany before Barbarossa is handled by punishing the USSR if it is not trading with Germany. USSR gets a -5 peacetime IC mod, if it is not trading with Germany. Both countries get advantages for continuing military and industrial co-operation. How much that is worth to the players is up to the players. Also, events appear that punish the Allies trading with the Soviet Union prior to Danzig to prevent the Soviet player from mass feeding France and UK.

Mass trade exploiting of minors is also controlled by decreasing the trade cancelation threshold for all minors up until March 1938. Problems in earlier versions of EIR where there were not sufficient rares available in total dueto the "peacetime_IC_mod" on the SU have been resolved by adding rares overall. Trading is still tight, but not impossible.

Molotov/Ribbentrop:
The issue of the early Barbarossa is controlled by a number of features, no country may break NAP's in the rules, but should Germany go for limited pact, then Soviet Union will go up to 100% industrial efficiency, if the historical pact is chosen SU will be at 70-75% industrial effciency up unitl the point where war breaks out. This gives the German player flexibility in terms of his game plan, while at the same time making the SU better prepared for the initial assault, if it takes place in 1940.

Axis Gangbang of Soviet Union:
The earlier versions of EIR prevented any kind of Japanese intervention in the Russo-German war until Barbarossa was fairly far along, and Japan had secured her Pacific objectives, as in this rules set. I have now changed this slightly, allowing the Japanese player a second option for participating in the Russo-German war early, but only if it also abandons any ambitions whatsoever in the Pacific -- in this second option Japan does not sign the Tirpartite Pact, and does not even get Indochina from Vichy and loses Techteam, minsters and leader Yamamoto. Also, as before, in both option Japan does not get the Chinese Puppet so its participation in the war against Russia is not nearly as significant as it is in Vanilla.

The timing of the Japanese DOW against UK and Allies, or the USA is controlled by NAP's dependent on securing Indochina and the like. USA or Allied premetive DOW of Japan is controlled by NAP that expire in early 1942.

Japanese rape of unprepared USA, Islands and so forth:
The main issue for the USA player taking over an AI USA is that the AI build is neither sufficiently strong in doctrine or unit production prior to war. I have made considerable changes to the USA ai, so that it studies Naval Dcotrines, and builds enough aircraft carriers, and garrison units to defend the main Islands.

Early D-day:
Cohen's point is right on, and this issue has never been truly resolved. I can't even say that it has been resolved in this version of EIR. However, I can say that reducing the power of Japan overall, and also tying Japanese participation in the war against Russia to achieving Victory in the Pacific substantially increases the reasons for the Allies to take their commitment in the Pacific theater seriously. In anycase, if USA is preparing for early D-day they should not bitch if they are so unprepared that they can not also defend Pearl Harbour. Also, USA war entry either by allying England, or declaring war is much more difficult if things are not going well for Axis, or Japan is not being belligerent.

All or nothing in France:
All in nothing in France strategy has been substantially affected by adjusting the sliders for UK and France, increasing the "Peactime_IC_mod" for both. It difficult for SU to over-feed supplies and resources to France and UK because events prevent trade, and also the USA can not be efficiently exploited because the trade cancellation threshold is low, and it is played ai until the fall of France. Also, most of the Commonwealth units are locked into place until Danzig.

Combat system:
The new combat system overcomes the fact that the vanilla game does not give enough intrinsic advantage to defence by increasing the frequency of combat events such as "Counter-Attack", "Tactical-Withdrawal" and "Delay." I don't know precisely how much this increases combat length in comparison to mods such as MEM, but the intent is to create a system where combat length is about half way between MEM and Vanilla. There have been some other changes, but that is the primary one that effects game play. My play-tests indicate that it is substantially longer than vanilla.
As for the TP's, the point is that in vanilla TP's operate on dual functions, both as troop transports and as landing barges. Really landing barges were a fairly specialized item, and so we made them a different more expensive unit.
 

unmerged(74599)

Nexus 6
Apr 17, 2007
4.391
0
Maxime III said:
Thanks for the info, interresting 2 TPs I will check it out in single player to test it quickly.

Regarding availability if its evening games American timezone work best for me, altough if its afternoon European is better. Sorry i dont have a clear overview of all games/time/zone etc.

If you can redirect me where to the post that would suit best that would be awesome

Thanks

One question... Have you done any testing to make sure that you can connect... router porting... firewalls, and the like. If you like I can meet you in Vnet at some point just to check it out. Let me know.
 

unmerged(64512)

Nuked man
Jan 14, 2007
1.039
0
I am interested to check out your mod once again.Any country is ok for me.
 

unmerged(74599)

Nexus 6
Apr 17, 2007
4.391
0
Well I guess Ed will be UK. I'll hold of on deciding who will be Deutchland until MG and Geo have a chance to pick, since they have yet to really do that in this mod. Pred also might want to play.

I am taking USSR because it is the country I am most afraid for, and because I have spent considerable time thinking about how it should be played in its nerfed state.

Also Greg 42 said he wanted to play, but he gave 20:00 as his start time, which may be a conflict.
 
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unmerged(59635)

Second Lieutenant
Aug 6, 2006
180
0
www.sclams.freeforums.org
I've never played a MP game, but I would like to try one. I think I should be able to make the 1800 game. Can I play as Romania? PM me if possible, But I will try to check back here.

EDIT: I am having trouble downloading the file, I wait and click download, but the web page does not exist/isn't working.
 
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unmerged(74599)

Nexus 6
Apr 17, 2007
4.391
0
Strange. I had the same problem just now. But it has Downloaded before, so I hope it is just a temporary problem. Try again later. I will set up a new link later as well if it is still not working.
 
Nov 13, 2005
2.180
0
Im happy to play as any nation. I currently have Japan, USA and Germany game running. So really anythings fine im happy even to do a coop Germany to managae trades and such... Im easy but im not loose like Geo. :rofl:

20:00 is abit late, but as long as i know in advance i can sleep earlier for it.
 

unmerged(74599)

Nexus 6
Apr 17, 2007
4.391
0
I'll check the link. They definitely are having a problem. I will replace the link tomorrow.

BTW have you ever connected to a Valkynet game before. You need to check this out since there are sometimes problems with "port forwarding" especially with floating university IP's and other problems. At some point if you like we can go on line and check it out. Let me know.
 

unmerged(74599)

Nexus 6
Apr 17, 2007
4.391
0
Try it now...
 

unmerged(74599)

Nexus 6
Apr 17, 2007
4.391
0
Also, I have detected a bug in the previous download for this mod. My humblest appologies, but it should be downloaded again.

In anycase, there was a small bug in the last game patch. I believe an excess file left over from the editor was sent with the patch and this caused minor compatibility errors. Specifically, it made the game not function properly in WINDOWED mode, it increased load times, probably slowed CPU speed, and also very rarely caused CTD's. Nonetheless, I believe this version will work. I did not detect it earlier, partly because it seemed to be working generally, however when it failed to work in WINDOWED mode the problem became evident.

Unfortunately, the best solution is to entirely reinstall including deleting the old EIR file completely, re-copying the vanilla 1.2 and creating a new version of the mod.

If someone would check to make sure the new version runs properly in WINDOWED mode, that would be helpful. Scenario files should appear in Single Player mode (previously they did not in WINDOWED mode only). Feedback would be helpful.

The new link is in my signature and in the OP as well and called EIR -- LMHL -- clean

Thanks.... and again sorry... :eek:o